Lukáš Cezner
Supervisor(s): Jiří Bittner
Czech Technical University
Abstract: Ray tracing, as a technique for producing realistic images, is frequently utilized for offline rendering and increasingly in real-time rendering as well. Modern ray tracing frameworks usually employ wide bounding volume hierarchies (BVH), i.e. hierarchies with branching factor more than two. This paper explores methods for constructing and traversing these acceleration structures. We implemented basic wide BVH construction and traversal using Vulkan 1.3 API and explored utilizing Slang versus GLSL for implementing the traversal shader. In the five different scenes, the evaluations demonstrated an average speedup of 20% with 4-ary versus binary BVH. Slang sometimes greatly outperforms (up to +23%) the GLSL implementation, while at other times it significantly underperforms (up to -30%).
Keywords: Rendering
Full text: Year: 2025